文本经常是环境中的一部分

Signed Distance Fonts SDF字体

Fonts that a re encoded into their texture sheets in such a way
that they take advantage 0f the texture sampling in the GPU to
smooth out the edges.

存在于Engine Content中的Text Material

SDF Considerations

。 Texture miniflcation
。 The distance field math works well fo r edges but doesn’t work
well when multiple edges are within a pixel. You might see very
harsh aliasing.

For MSAA

Modify your content to use a masked material. This way You
still get full shadow casting receivng, antialiasing, high quality
lighting and per pixel occlusion

当在一个机场场景中, 很多航班信息都是文本,使用Actor绘制就会太多次draw call

因此,使用UMG

UMG

它可以自动为所有的UI元素(从顶层UI Canvases开始)创建层级,Hierarchy
是一个成熟的UI系统

Canvase 是一个大型的纹理Texture

纹理要求自动创建Mipmap

Note SmaIIer mipmaps a re a lways going to look better when they’refarther away and larger mipmaps a re going to look better when they’re close >
Tri-linear sampling 三线取样makes transitions smooth
Anisotropic filtering 各向异性滤波 make this even more readable when seen from
an angle

VRHMD存在一个合成器,把两只眼睛的图形进行适当的变形

Stereo Laver Considerations

You’ l need to specify whether the layers exist in a fixed virtual world location or if they are going to be a locked layer that moves With the user’s head

可以使用多个层级,并且按照深度排序
强大之处在于合成器不会漏掉任何一帧

其他优点

  • fade to other colors 避免用户不适
  • Show content in-between loading levels

Quest渲染一个框架的世间要求

13.88ms 72ms
Rift 是11.11毫秒 90fps